Skullgirls/Double: Difference between revisions
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* High profile | * High profile | ||
* Used in combos to convert from H Luger. | * Used in combos to convert from H Luger and OTG's in general. | ||
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* Slow, long range poke that causes sliding knockdown. | * Slow, long range poke that causes sliding knockdown. | ||
* Hurtbox lingers after active frames. | * Hurtbox lingers after active frames. | ||
* Cancel into 236P for | * Cancel into 236P for safety and to negate the lingering hurtbox. | ||
* Easy to combo into from her magic series chains, so you can choose to end your combos in a sliding knockdown for oki as long as OTG wasn't spent in the combo. Canceling 5HP into two subsequent Flesh Steps and throwing out a jHK is a safejump that will put Double point blank with a meaty projectile for oki. | * Easy to combo into from her magic series chains, so you can choose to end your combos in a sliding knockdown for oki as long as OTG wasn't spent in the combo. Canceling 5HP into two subsequent Flesh Steps and throwing out a jHK is a safejump that will put Double point blank with a meaty projectile for oki. | ||
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| framedata = [[File:SG_dbl_smk2_fd.png|left]]}} | | framedata = [[File:SG_dbl_smk2_fd.png|left]]}} | ||
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* Delaying this move in a combo can help restand airborne opponents | * Delaying this move in a combo can help restand airborne opponents. | ||
* Generally used as an ender/max scaling move in a combo. | |||
* Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage. | * Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage. | ||
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| framedata = [[File:SG_dbl_shk_fd.png|left]]}} | | framedata = [[File:SG_dbl_shk_fd.png|left]]}} | ||
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* Double's normal launcher. Simple and effective. | |||
* Lets Double go into her air strings directly, or can be followed up with 236HP to bring the opponent back down. | |||
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| framedata = [[File:SG_dbl_clk_fd.png|left]]}} | | framedata = [[File:SG_dbl_clk_fd.png|left]]}} | ||
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* Fast, slightly disjointed low poke with plenty of range and frame advantage. Use this to establish Double's low / throw mixup. Chain into 2MP or 2MK to hit confirm. | * Fast, slightly disjointed low poke with plenty of range and frame advantage. | ||
* Use this to establish Double's low / throw mixup. | |||
* Chain into 2MP or 2MK to hit confirm. | |||
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| framedata = [[File:SG_dbl_jlp_fd.png|left]]}} | | framedata = [[File:SG_dbl_jlp_fd.png|left]]}} | ||
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* Tied for fastest air normal in the game. Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks. Use this when you need your fastest air to air, or to disrespect air resets. | * Tied for fastest air normal in the game. | ||
* Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks. | |||
* Use this when you need your fastest air to air, or to disrespect air resets. | |||
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* Disjointed air-to-air. | * Disjointed air-to-air. | ||
* Vacuums the opponent towards Double. | * Vacuums the opponent towards Double. | ||
* | * Useful in burst bait setups due to its vacuum not actively pulling the opponent closer, but rather keeping them in place (Example string: 5HK > back jump (IPS-trigger) jLK). | ||
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* The first hit will pop a grounded opponent into the air. | * The first hit will pop a grounded opponent into the air. | ||
* In neutral, the projectile can allow Double to safely back up and create space. With Avery, the opponent won't be able to chase too closely. | * In neutral, the projectile can allow Double to safely back up and create space. With Avery, the opponent won't be able to chase too closely. | ||
* In combos and resets, this move is essential. | * In combos and resets, this move is essential. There are two ways this move can interact with the opponent: | ||
** All three hits of this move connect and maintain the combo. This leaves the opponent suspended in the air, and enables Double to perform a crossunder left / right by dashing and pressing a button. | |||
*** Example: jLKx3 > jMP(1) > jHK. Then, dash under 5LP. | |||
** The first hit connects, but the followup hits do not immediately connect. This causes the combo to drop, but this can actually benefit Double, as she can perform a left / right with Flesh Step (214K). | |||
*** Example: OTG 5MP 2HP 214K > jLP jMK(2) jHK. Then, land and perform 214K. | |||
* A great way to pressure a cornered opponent, especially on incoming as they have to respect Avery. | * A great way to pressure a cornered opponent, especially on incoming as they have to respect Avery. | ||
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* Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | * Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | ||
* Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | * Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | ||
* Very risky outside of a combo, unless you can hit out of it | * Very risky outside of a combo, unless you can hit out of it. | ||
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* Projectile invuln frames 12-27 | * Projectile invuln frames 12-27 | ||
* There is only one version of this move. Which kick button is pressed doesn't change the move. | * There is only one version of this move. Which kick button is pressed doesn't change the move. | ||
* Use for assist crossups | * Use for assist and solo crossups. | ||
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| framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | | framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | ||
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* Double fires a gunshot towards the opponent. | |||
* | * One of her safer moves to end a blockstring with. | ||
* Button pressed determines the trajectory. | * Button pressed determines the trajectory. | ||
* Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | * Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | ||
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** It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG. Especially useful against characters with big hurtboxes, since it's harder for them to jump over. | ** It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG. Especially useful against characters with big hurtboxes, since it's harder for them to jump over. | ||
* {{NotationIcon-SG|MP}} | * {{NotationIcon-SG|MP}} | ||
** Travels diagonally towards the ground | ** Travels diagonally towards the ground. | ||
** Useful for hitting crouching opponents, but does not go as far as L. | |||
* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Ricochets off the floor and covers the area right above Double. | ** Ricochets off the floor and covers the area right above Double. | ||
** Incredible anti air tool that can net you a combo | ** Incredible anti air tool that can net you a combo. | ||
** Second use in a combo won't make the opponent go as high, limiting combo options. | ** Second use in a combo won't make the opponent go as high, limiting combo options. | ||
** Best block advantage of all the Lugers | ** Best block advantage of all the Lugers. | ||
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| framedata = [[File:SG_dbl_dphk_fd.png|left]]}} | | framedata = [[File:SG_dbl_dphk_fd.png|left]]}} | ||
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* Double flies across the screen in an arc. The button used determines the size of the arc. The L version has invulnerable startup. Hitboxes for each version are the same | * Double flies across the screen in an arc. The button used determines the size of the arc. The L version has invulnerable startup. Hitboxes for each version are the same. | ||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}} | ||
** Double's main reversal tool | ** Double's main reversal tool. | ||
** Combo by super canceling into 214KK | ** Combo by super canceling into 214KK | ||
** Super canceling with 214KK is -18 on block | ** Super canceling with 214KK is -18 on block | ||
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* {{NotationIcon-SG|HK}} | * {{NotationIcon-SG|HK}} | ||
** Fridge | ** Fridge | ||
** | ** Causes a ground bounce that makes the opponent go high in the air | ||
** Super canceling into 214KK is -5 on block. | ** Super canceling into 214KK is -5 on block. | ||
}} | }} | ||
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** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ||
* Used as a combo ender on point when it will kill, or to DHC into another character. Since you can choose the direction, you can get back the corner if you didn't have it already as long as you're close to either side of the screen. | * Used as a combo ender on point when it will kill, or to DHC into another character. Since you can choose the direction, you can get back the corner if you didn't have it already as long as you're close to either side of the screen. | ||
* The recovery is long so it's not very advantageous even when it hits. If OTG has been used and the opponent is knocked back into the corner | * The recovery is long so it's not very advantageous even when it hits. If OTG has been used and the opponent is knocked back into the corner, this super is punishable on hit by a large proportion of the cast. | ||
* This full invulnerability makes this one of the best supers in the game for winning a DHC war (where both players DHC to try and beat the opponent's supers). | * This full invulnerability makes this one of the best supers in the game for winning a DHC war (where both players DHC to try and beat the opponent's supers). | ||
* The only way to beat this attack aside from punishing its recovery is with Valentine's counter super. | * The only way to beat this attack aside from punishing its recovery is with Valentine's counter super. |
Revision as of 19:30, 14 May 2024
Story
Double’s origins are a complete mystery. Seemingly without a will or motive of its own, this formless monster aids the Skullgirl.
Double is capable of transforming its nightmarish form into that of any person, but often appears as a smiling nun. It can frequently be found in the Grand Cathedral of the Divine Trinity, listening to confessions and attending to the catacombs beneath.
Overview
Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor.
- Playstyle: Double's toolkit is very versatile and suited for either rushdown or turtling. Her double jump paired with her varied air normals lets her play a slow paced game and out-maneuver opponents in the air, and jHP poses a threat as long as she's above her opponent. Her Lugers (236P) allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has a great ground game as well: 2HP is both a ground poke and frame trap tool, 5HP is a slower long range poke that causes sliding knockdown, and her forward dash is quick and covers a large distance.
- Mixup: Double doesn't have a grounded or IAD overhead option like much of the cast. Instead, she leverages her long 2LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her quick forward dash, she has some of the best low/throw pressure in the game. After she lands a hit or throw, she has an extremely simple and flexible left/right air vortex that allows for air throws and burst baits while also being incredibly easy to loop back into. Last but not least, Flesh Step is a powerful crossup tool when combined with an assist.
- Team Synergy: While Double is a strong character on her own, she is unrivaled in terms of team support. Double has access to 2 different safe DHCs: Catheads (236KK) for immediate overwhelming pressure or Beast of Gehenna (214KK) for laying down a safe but strong trap. She also has a very versatile super with Bandwagon Rushdown (236PP), and very powerful damage output with Nightmare Legion (214PP). She has a DHC super for just about every situation, and no other character can match her versatility or effectiveness in that regard. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable anyone that she is placed on a team with with her plethora of support options.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Heavy | Step | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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39 | 41 | 91 | 36 | 33 |
Assists
Hornet Bomber (default assist)
The L version is an invulnerable DP assist that travels horizontally across the ground and locks down with two hits. The assist version of this move has a 2 more additional vulnerable startup frames, on top of the standard 3 vulnerable frames on every assist.
The M version is the first default assist choice. It's a three hit lockdown / neutral assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.
H version is like the M version, but travels all the way to full screen and in a taller arc.
L Luger Replica (default assist)
Horizontal projectile assist. Knocks down and away on airborne opponents.
Cilia Slide (4LK+HK)
Fast, forward moving low assist that is also a sweep and has generous active frames. Sends the opponent backwards on hit, making it easy to combo off of. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly.
Move List
Standing Normals
Standing Jab Toggle Hitboxes Toggle Hitboxes
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Fugazi Knuckle Toggle Hitboxes Toggle Hitboxes
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Substitute Short Toggle Hitboxes Toggle Hitboxes
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Too Forward Toggle Hitboxes Toggle Hitboxes
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Impawster Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Crouching Jab Toggle Hitboxes Toggle Hitboxes
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Elbow Emulator Toggle Hitboxes Toggle Hitboxes
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Double Drawn Weave Toggle Hitboxes Toggle Hitboxes
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Stamp Toggle Hitboxes Toggle Hitboxes
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Cliché Toggle Hitboxes Toggle Hitboxes
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Sweeping Generalization Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Clawpy Cat Toggle Hitboxes Toggle Hitboxes
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Cheap Haircut Toggle Hitboxes Toggle Hitboxes
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Violet Tantrum Toggle Hitboxes Toggle Hitboxes
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Spiral Fraud Toggle Hitboxes Toggle Hitboxes
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Patellar Repeat Toggle Hitboxes Toggle Hitboxes
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Bogus Buzzard Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Godhand Toggle Hitboxes Toggle Hitboxes
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Kitten Blender Toggle Hitboxes Toggle Hitboxes
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Second Impact Toggle Hitboxes Toggle Hitboxes
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Chimeram Toggle Hitboxes Toggle Hitboxes
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Specials
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Supers
"Be driven before us!" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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"Dinner time!" Toggle Hitboxes Toggle Hitboxes
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"Be praying..." Toggle Hitboxes Toggle Hitboxes
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"Shoot the core!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Defiling maggots..."
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Colors
Color 1 Default color palette. |
Color 2 Original color palette based on Squigly. |
Color 3 Based on Red from Angry Birds. |
Color 4 Original alternate color palette. |
Color 5 Original color palette based on Umbrella. |
Color 6 Based on Arakune from BlazBlue. |
Color 7 Original color palette based on Double's story mode ending. |
Color 8 Original alternate color palette. |
Color 9 Original color palette based on oil. |
Color 10 Based on Saya from Saya no Uta. |
Color 11 Original color palette based on Neapolitan ice cream. |
Color 12 Original color palette based on Mrs. Victoria from Skullgirls. |
Color 13 Original color palette based on water. |
Color 14 Original color palette based on silver. |
Color 15 Original color palette based on gold. |
Color 16 Original color palette based on blood. |
Color 17 Based on Envy from Full Metal Alchemist. |
Color 18 Based on Ditto from Pokemon. |
Color 19 Original color palette based on a double rainbow. Crowdfunding request. |
Color 20 Original color palette based on the Skull Heart. |
Color 21 Original color palette based on a Christmas tree. Crowdfunding request. |
Color 22 Based on Dr. Ichirō Irabu from Kūchū Buranko. |
Color 23 Based on Cubia from .hack. |
Color 24 Based on a Life Fiber from Kill la Kill. |
Color 25 Based on Mystique from Marvel Comics. |
Color 26 Based on Wii Fit Trainer from Wii Fit. |
Color 27 Based on the Monster Energy Drink. |
Color 28 Based on Cluster Gems from Steven Universe. |
Color 29 Based on Father from Codename: Kids Next Door. |
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Intro Poses
Double has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
Intro pose 1: Hold OR Double prays to a trinity bust. To fight is futile. Aeon has foretold our victory. Now they trespass upon Venus' domain. Ignorant children... you would rebel against the Great Mother? | |
Intro pose 2: Hold OR Two angels fly across the stage as a hand comes out of the floor and squishes them. Gnnn...raaaah. | |
Intro pose 3: Hold OR Double turns inside out. Defiling maggots...you unknowingly consume our flesh. I'll gladly accept your tithe...in blood. |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Fuzzy_Snugs |
United States |
Active | L Bomber/ DnB/ H Spiral (Old team) FUZZY Example Play | |
Noaa @victorspection |
Brazil |
Retired | Pillar / L Pinion / L Bomber Example Play | |
Penpen @penpen0860g |
Japan 神戸 (Koube) |
Active | L Shot/ Clide/ H Chair (Old team) Bomb Example Play | |
Receita Federal @MillerRobert1 |
Brazil |
Retired | H Bomber / L George / M Beat Example Play | |
Sev |
United States WA |
Retired | H Chair/ H Bomber/ H Train (Old team) Loves closed-room situations. Example Play | |
Sinclair |
European Union |
Retired | Butchers/ L Bomber evil vile little creature incapable of feeling empathy or remorse Example Play | |
Turvon |
United States FL |
Inactive | Clide/ Copter/ M Beat Example Play | |
Tyrone O'Canada @TyroneOCanada |
Canada |
Active | H Bypass/ H Beam/ L Bomber Keep away enthusiast and Avery loop expert Example Play |